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Apple’s Spotlight Location Icons

Fascinating look by Rusty Mitchell (via Sebastiaan de With) at Apple’s location icons, used in Spotlight for iOS 8:

In our iOS 8 UI Kit for Illustrator post, I mentioned becoming obsessed with finding all of Apple’s new Spotlight Location icons. I was excited to discover these icons because they are the first large-scale generalized set of pictograms created by Apple, and I was curious to see the depth of the set and how harmonious it is when viewed together. To date I’ve been able to locate 96 of these icons, but there are a few that I have seen in Maps that I haven’t been able to trigger in Spotlight. I’m sure there are still others that I have yet to find at all. In this post, I want to take a moment to highlight a little about the icons and then — since you can only search Spotlight for nearby locations — give some instructions on how to create a GPX file and use Xcode’s handy Simulate Location feature to search for location types that may not be available near you.

As Sebastiaan also notes, I’d love an in-depth look at Apple’s landmark icons used in Maps but absent from Spotlight results (here’s the Colosseum in Rome and Duomo in Milan, as shown in Apple Maps).

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Redesigning Overcast’s Apple Watch App

Great post by Marco Arment detailing how he redesigned Overcast for Apple Watch after he actually tried the device:

I’m much happier with the new app.

Trying to match the structure of the iOS app was a mistake. For most types of apps, the Apple Watch today is best thought of not as a platform to port your app to, but a simple remote control or viewport into your iPhone app.

My initial app was easier to conceptualize and learn, and it closely matched the iOS app. But it just wasn’t very good in practice, and wasn’t usually better than taking out my phone.

I wonder how many developers will go through the same process after using the Watch on a daily basis.

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Virtual: I Didn’t Understand the Concept of Dating

This week Federico and Myke talk about the Oculus Rift release date, Tony Hawk’s Pro Skater 5, the Yooka and Laylee Kickstarter, Nintendo’s annual results, and Splatoon.

A fun episode of Virtual this week, as usual filled with personal stories and memories of videogames in our lives. You can listen here.

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‘I’ve Been Texting With an Astronaut’

Laura Hudson writes about Lifeline, an ingenious text-based adventure game for iOS that uses a messaging-like interface and actionable notifications to build a story and a relationship with the main character.

As counterintuitive as it sounds, there’s something about interacting with Taylor through text messages that can feel very intimate, perhaps because we’ve grown so accustomed to communicating our most personal thoughts with our friends through bursts of text—and waiting for their responses with bated breath.

While some mobile games intentionally frustrate players with waiting periods to compel them into spending money, waiting isn’t a coercion tactic in Lifelife, but rather a crucial part of the experience. If you die several times—or win the game—you can unlock an optional “fast mode” that allows you to skip the waiting periods, although I wouldn’t recommend it. While it might offer instant gratification, it also shatters the sense of immersion you feel, flattening the urgency and anticipation of those intermediate moments.

I love mobile games that try to do something out of the ordinary, and I’m intrigued by this idea. Lifeline is $2.99 on the App Store and you can also play it on your Apple Watch.

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Connected: June Is the New Christmas

This week, the Europeans and Stephen are joined by Christina Warren to discuss Microsoft’s move in the mobile space and how it relates to iOS. Then, they talk about third-party Apple Watch bands and what Apple could do with Beats Audio.

Christina did an excellent job at condensing news from Microsoft’s Build 2015 event in this week’s Connected. You can listen to the episode here.

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Instagram’s Machine Learning for Emoji Trends

From the Instagram Engineering blog, a fascinating look at how Instagram used machine learning to understand the meaning, association, and usage of emoji by their users.

Having learned a good representation for emoji, we can begin to ask questions about similarity. Namely, for a given emoji, what English words are semantically similar? For each emoji, we compute the “angle” (equivalently the cosine similarity) between it and other words. Words with a small angle are said to be similar and provide a natural, English-language translation for that emoji.

The post contains examples of what people mean by popular emoji and a semantic map of symbols. Pretty incredible data analysis.

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Apple Launches New ‘Everything Changes With iPad’ Campaign

Apple has launched a new campaign called ‘Everything Changes with iPad’, highlighting different use cases for the device with apps and iOS features that can help people on a daily basis.

iPad can change the way you do things every day. Take on a new project, pick up a new skill, or start a new hobby. We put together some of our favorite apps and ideas to help you get started.

Read more


Accessibility in iOS Games

Shaun Musgrave’s story at TouchArcade about Accessibility in iOS games is a great one. Thanks to VoiceOver and the work of developers who implement accessible iOS technologies, blind and visually impaired users have been able to play games and be part of an active community.

In talking to the developers who have been able to make their games accessible, their feelings about the response from players are almost universally positive, in fact. In the case of King Of Dragon Pass, David Dunham actually implemented some code so that he could track how many players make use of the VoiceOver function. It varies over time, but in the last month or so, he reported that 7% of players loading up the app are doing so in VoiceOver mode, a very significant number. From a purely financial view, Dunham informed me, the investment was worth it. He went on, “But that’s not the only viewpoint. Not long after we released with VoiceOver support, we got email from a player who said he was a blind teenager from the Netherlands. He thanked us for making a game that finally let him feel like part of the world gaming community, because he could play on an equal level with everyone else.” Amir Rajan told a similar story about A Dark Room. “It’s worth it to get a thank you email from a father with a blind daughter than can enjoy a popular game that her seeing friends play too,” said Rajan.

Related: The American Foundation for the Blind awarded Apple for their work on VoiceOver and Accessibility features.

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Snake Coming Back Next Week with ‘Snake Rewind’ for iOS

Snake, the iconic ’90s game that came pre-loaded on Nokia phones, is coming back with a new mobile version developed by its original creator. Stuart Dredge, writing at The Guardian:

Long before Candy Crush Saga, Clash of Clans and Angry Birds, Nokia’s Snake was the king of the mobile gaming world – not least because it was installed on every single mobile phone the company sold.

Now the game is returning for modern smartphones courtesy of that mobile version’s creator Taneli Armanto and developer Rumilus Design, who will release Snake Rewind on 14 May.

As you can imagine, it sounds the new Snake Rewind will implement various In-App Purchases to buy items and continue playing even after your snake crashes. I played hundreds of hours with the original Snake 15 years ago, and I’m more concerned about the control scheme. Snake could be played well with the number pad on a Nokia phone. How will this translate to touch controls?

Snake Rewind launches next week, on May 14th. You can read the official blog post here.

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